phaser-tilemaps

phaser-tilemaps is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 67 tokens per session (5,265 once invoked), scanned A, a copy of tilemaps, MIT.

A guide to tilemaps, which build game levels from a grid of small image tiles. It explains loading maps made with Tiled, creating layers, adding collisions, reading tile properties, and drawing only the visible area.

In plain words
What is it for?
Use it for platformer levels, top-down maps, tile-based worlds, collision areas, and maps created in the Tiled editor.
Why use it?
It makes large grid-based levels easier to load, display, and interact with.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it for platformer levels, top-down maps, tile-based worlds, collision areas, and maps created in the Tiled editor.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-tilemaps
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add bullish0x/GameStudio --skill phaser-tilemaps
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for phaser-tilemaps

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-tilemaps/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-tilemaps)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-tilemaps"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-tilemaps/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for phaser-tilemaps

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-tilemaps"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-tilemaps.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 67 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,265 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 98% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00067 $0.05265
Opus 5 $0.00034 $0.02632
Sonnet 5 $0.00013 $0.01053
Haiku 4.5 $0.00007 $0.00526

Measured 8d ago against content hash 1d74da0d39d9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

phaser-tilemaps scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

98% identical to tilemaps — 4 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/phaser-tilemaps/SKILL.md · 441 lines

How it starts

The opening of the file, as written. The whole thing — 441 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Tilemaps

Phaser Tilemaps render tile-based levels from Tiled JSON, CSV, or raw 2D arrays. A Tilemap holds parsed map data and provides methods to add tilesets, create layers, set collision, and query tiles. Layers (TilemapLayer or TilemapGPULayer) are the Game Objects that actually render tiles. Phaser supports orthogonal, isometric, hexagonal, and staggered maps.

Key source paths: src/tilemaps/Tilemap.js, src/tilemaps/TilemapLayer.js, src/tilemaps/TilemapGPULayer.js, src/tilemaps/TilemapLayerBase.js, src/tilemaps/Tile.js, src/tilemaps/Tileset.js, src/tilemaps/TilemapFactory.js, src/tilemaps/components/, src/tilemaps/parsers/tiled/ Related skills: ../phaser-loading-assets/SKILL.md, ../phaser-sprites-and-images/SKILL.md

Quick Start

class GameScene extends Phaser.Scene {
    preload() {
        // Load the Tiled JSON and the tileset image
        this.load.tilemapTiledJSON('map', 'assets/level1.json');
        this.load.image('tiles', 'assets/tilesheet.png');
    }

    create() {
        // Create the tilemap from cached JSON
        const map = this.add.tilemap('map');

        // Link the tileset image to the tileset name used in Tiled
        const tileset = map.addTilesetImage('tilesheet', 'tiles');

        // Create a layer - layerID must match the layer name in Tiled
        const ground = map.createLayer('Ground', tileset);

        // Enable collision on specific tile indexes
        ground.setCollision([1, 2, 3]);
    }
}

The flow is always: load JSON + image, create tilemap, add tileset image, create layer(s), set collision.

Core Concepts

Tilemap vs Layer

A Tilemap is a data container, not a display object. It stores parsed map data (layers, tilesets, objects) and provides methods that operate on them. A TilemapLayer or TilemapGPULayer is the actual Game Object added to the display list that renders tiles.

const map = this.add.tilemap('map');    // Data container (not rendered)
const layer = map.createLayer('Ground', tileset);  // Game Object (rendered)

Read the full file on GitHub · 441 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 441 lines · 67 tokens per session scan A 1d74da0d39d9

Subscribe to this mod's changes

phaser-tilemaps is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 67 tokens to every session and 5,265 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 98% identical to tilemaps, differing in 4 lines, and is treated as a copy.

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